Legacy Server Iteration

Señor Jaggles

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exactly. the fact that everything was more clunky, so slowpaced added to the experience imo

Everything in HL2RP is slow paced, you need to like, type a billion characters to explain what your character is doing

The lag enjoyment was anything but nostalgia, as while playing and "enjoying" the lag nobody at all enjoyed it and everyone was complaining about how horrid it was when the server passed the 20 people mark

And let's not talk about the many times something privotal was about to happen in a main server event and... OOPS, server crashed
 
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hewrrra

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helix defenders still amaze me to this day cause its clear that there are very noticeable differences between the two schemas and that helix is way more bright, nostalgia has absolutely nothing to do with it, nor does the fact that most people peaked at 24 fps precisely while playing cw
 

Berke

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Everything in HL2RP is slow paced, you need to like, type a billion characters to explain what your character is doing

The lag enjoyment was anything but nostalgia, as while playing and "enjoying" the lag nobody at all enjoyed it and everyone was complaining about how horrid it was when the server passed the 20 people mark

And let's not talk about the many times something privotal was about to happen in a main server event and... OOPS, server crashed
its just that CW came off as more serious and slow paced to me. might be due to nostalgia. not really defending either side just stating how it feels
 

alex

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helix defenders still amaze me to this day cause its clear that there are very noticeable differences between the two schemas and that helix is way more bright, nostalgia has absolutely nothing to do with it, nor does the fact that most people peaked at 24 fps precisely while playing cw
Yes they are obviously differences, that was the entire purpose in creating something new. Though I doubt anyone spent as much time as I did personally speaking to people in effort to find the root reason for some players finding it less serious, despite replicating most of what our previous schema had.
 

Maytree

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There's actually an addon for Helix that reskins the UI to imitate like Clockwork. You'll get the best of two worlds (nostalgia and better optimization), and plus it's more easy to set up compare to re-using/re-scripting the actual defunct gamemade.
 

Achilles

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Development aside, what do you guys think about the difference in faction structure?

In the case of both CW and IX:1, factions were structured vastly different than how they are today. Not just in the way of complexity of rules/regulations, but also the given mechanics associated with roleplay and progression. Not going to lie, this is something that I miss.

For example, in the IX:1 timeline and during CW, progression in Civil Protection gameplay mechanics were directly tied to efforts put in by the player. Meaning IC roleplay and engagement meant IC progression and unlocks. This could open up the floodgates to discussion about if dispatch and SC is a good thing or how strict the Civil Protection faction as a whole needs to be, but this is just one example of many. I remember falling in love with turning through the pages of posts and guides (both IC and OOC) about the different factions, the things you could do within them, what could be acquired/rewarded through work and roleplay. Making good looking roleplay documents for the various science and research factions because I wanted to work towards the goal of a specific title or reward bonus made the faction seem worth my roleplay.

I don't know that just seems to be sorta absent these days across just about every server.
 

Lewis!

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It probably felt more serious because when you were a teenager the suspension of disbelief was easier to maintain.
 
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dallahan

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It probably felt more serious because when you were a teenager the suspension of disbelief was easier to maintain.
shit was more interesting the less you knew about hl2
all my interest went to shit when i joined as staff up to senior, the game was never the same after that
 
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MaXenzie

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shit was more interesting the less you knew about hl2
all my interest went to shit when i joined as staff up to senior, the game was never the same after that

i think this has been a big flaw of modern iterations too
even as a non-staff member i'd hear about staff dipping their toes into everyone's affairs, learning all the secrets, trying to meddle with things, etc

and then when you as a staff member know everything and the mystique's gone you want to play less
and then there's less staff so players get less of a tailored experience, which leads to players leaving

i'm confident that historically the reason iterations fail, at their core, is that staff stop playing, which leads to players following soon after
 
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